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Siel Kosane
Captain

PostPosted: Wed Apr 01, 2015 3:49 pm


Shiki the Mercenary
I doubt this will be a valid question but, would it be possible to dual wield Bazookas in the future? Physics and Newton's law would say otherwise, but I want to believe in a world where one can use two Bazookas!


As the Weapons, Ammunition, Equipment and Perks post, in the Squad and Character Systems Thread states (look at the Rocket Launcher Weapon explanation) -- Only one Rocket Launcher can be carried at a time, and they are all single-use weapons. You use them once, and then they vanish completely.

But to be a bit more blunt, no, dual-wielding Rocket Launchers isn't, and won't be possible.
PostPosted: Sun Apr 12, 2015 1:34 am


I kinda like the idea behind the world setting of this story, initially made made me think of Aeon Flux with the isolated city cloisters; and the constant threat of monsters makes me think of Resident Evil.
I'm also kinda excited to RP again, I haven't done any since Gotei Elite - and that's been about two years. I remember I always sucked at missions; never gave enough detail of my character's actions and abused my powers like crazy.
Fortunately I've improved on those scores by studying LARPcraft and learning the basics of D&D.

Kazuki Senju

Angelic Warlord

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Siel Kosane
Captain

PostPosted: Mon Apr 13, 2015 7:57 pm


The Enemy Systems Thread in the Main Hall has been updated with synopses of each type of enemy you will be encountering while playing DoaA, as well as a complete description of enemy maneuverability types. It is valuable information for anyone who will be roleplaying here.

More updates to come shortly. I had to have a break from them for a bit as family came to stay and visit, but I'm back to updating and rolling out the Systems once again.
PostPosted: Wed Apr 22, 2015 9:49 am


Behind the scenes work: [Enemy Systems] | Enemy Difficulty and Balancing

I've done a huge bit of behind-the-scenes work on some enemies and balancing their HP, DMG, and Attack Strategies, and I've decided on using an old tier-build system for HP and DMG. In the Enemy Systems Thread in the Main Hall, you'll now see that there are three new posts. The "Machine Enemies" post has two new additions (though currently I have dozens more behind the scenes ready to be added there once we encounter them), and their HP and DMG are shown as "D" or "E" Rank. I have a reference sheet of all the different HP and DMG values for all enemies, across all levels, across all lettered Ranks, so I can effectively (and easily) balance challenges, bosses and the like. I did have a system for this before, but this one takes a lot of the work out of the process and makes it much simpler to plan out the missions, boss fights, and the like. It also makes it super easy to adjust enemy difficulty if people find a mission far too easy or far too hard in practice.

Anywho, take a little look at those two Machine Enemies, because that's the format that all the enemies in those lists will take on. A little information about what they are, how they function, and an estimate of how much of a challenge they are based on HP, DMG, and their Attack Strategies.

The enemies that come after have better HP and DMG, and more varied (and sometimes brutal) Attack Strategies. Some target whoever has the least HP at the time, some target whoever attacked first (and don't relent until they're dead!), some target your whole party at once, some attack more than once per turn -- there's plenty of variety and the Enemy Lists will help people plan their missions according to the enemies they'll likely face in them.

Siel Kosane
Captain

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